I just finished a rebuild of the mod. This update includes:
Code rebuild so that you can now send Dogmeat to the Home Plate!
Craftable Holotape so you don't have to use console commands
Craftable consumables so you don't have to use console commands or the holotape!
I'm working on a readme that will explain a separate command to use for multiple companions. It is complicated, but I hope to have it out in a few days.
Feel free to let me know if you have any issues.
Be safe out there!
-------- Update: to support consistency with other mods, the notes and holotape recipes will move to the 'Utility' category of the Chemistry workbench in a future update. The dog treats will stay at the cooking station.
There is an additional command that will allow you to reset the location of any companion for multi companion mods. However, this is more complex due to how the references work. I will do a separate write up and make this as a readme. Any chance of getting this? :)
Do you think you would ever port this mod for ps4/5 on bethesda.net? It seems like it might be possible since it has no dependencies or external assets, but I'm not sure.
Edit: Nevermind. It looks like the mod restrictions for ps4/5 are steeper than I thought. I didn't realize that new scripts are considered external assets.
I use the holotape, choose that my companion has to go to her original home, then dismiss Piper, then get the Message "Piper is going to Public Occurences" - but she is never leaving! She completely ignores my order to leave to Public O. and stays with me.
Has anybody else got this problem? Has anybody got a fix?
THANKS IN ADVANCE!!
Edit: I found out, that Piper is leaving to P.O. immediately, when I just choose a new companion!
I am currently playing vanilla. I extracted both files in the zip to the Data folder, then I loaded up a save file, and with Nick as my companion, I entered the console command "cqf sethome reset".
However, every time I do this the console gives me the following error:
"Item "sethome" not found for parameter Quest. Compiled script not saved!"
I even tried extracting the files to the Mods folder instead of the Data folder but I have not had any luck.
I would really appreciate if anyone can help me with this issue.
Glad to hear it. I lurk around to keep an eye on any major issues. This one seems to have sailed soundly through the years. (assuming there are no mod conflicts from other companion mods) :)
Sorry, do I understand correctly that these are your console commands? Not provided by the developer?Isn't there some way to get back the very first time I sent a companion somewhere? I didn't press when selecting TAB the first time 🙁
I would just like to reset this home and remove the mod. Everything will break, so it won't work?
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I'm working on a readme that will explain a separate command to use for multiple companions. It is complicated, but I hope to have it out in a few days.
Feel free to let me know if you have any issues.
Be safe out there!
--------
Update: to support consistency with other mods, the notes and holotape recipes will move to the 'Utility' category of the Chemistry workbench in a future update. The dog treats will stay at the cooking station.
There is an additional command that will allow you to reset the location of any companion for multi companion mods. However, this is more complex due to how the references work. I will do a separate write up and make this as a readme.
Any chance of getting this? :)
Edit: Nevermind. It looks like the mod restrictions for ps4/5 are steeper than I thought. I didn't realize that new scripts are considered external assets.
I use the holotape, choose that my companion has to go to her original home, then dismiss Piper, then get the Message "Piper is going to Public Occurences" - but she is never leaving!
She completely ignores my order to leave to Public O. and stays with me.
Has anybody else got this problem? Has anybody got a fix?
THANKS IN ADVANCE!!
Edit:
I found out, that Piper is leaving to P.O. immediately, when I just choose a new companion!
works flawless when i dont forgot to use it on the companion xD
thanks a bunch, kudos, endorsed, and hugs!
I am currently playing vanilla. I extracted both files in the zip to the Data folder, then I loaded up a save file, and with Nick as my companion, I entered the console command "cqf sethome reset".
However, every time I do this the console gives me the following error:
"Item "sethome" not found for parameter Quest.
Compiled script not saved!"
I even tried extracting the files to the Mods folder instead of the Data folder but I have not had any luck.
I would really appreciate if anyone can help me with this issue.
Thanks!
I would just like to reset this home and remove the mod. Everything will break, so it won't work?